G8 figures collision with hidden body parts

I'm making a clothing for Genesis 8 and requires some body parts to be hidden such as fingers.

However,I find that with Genesis 8, a collision detection will still be active even with body parts that are hidden
This is not an issue with Genesis 3.

What possibly would be causing this and would there be an way to solve it?

Comments

  • How are you hiding?

  • OK I suggest you are using the smoothing modifier but its a nice feature to collide with the hidden figure not a bug. It simply collides with the hole collision item set in the parameters and this is the same with any figure or prop if hidden or not.

    If your clothing item needs to hide the fingers by default you maybe could setup your clothing as a geograft item where you can define whitch parts of the figure are hidden if the clothes are fitted to.

    But I dont know if this will stop the smoothing modifier from calculating the collision on these parts.

    If you realy need to use smoothing modifier for creating your clothing you can create a dummy object out of the figure and then cut off the fingers and finaly let the clothing collide with that.

    I once tryed to convert some gloves from genesis 2 to genesis 3 with the help of transfer utility but this isnt easy because the finger are so close to eachother and the smoothing modifier cant fix that especialy the weightmap when bending.

  • How are you hiding?

    Visibility And Visibility in Render options turned off. Like I said, this will not create poke thrus on Genesis 3 but does on Genesis 8.
    So it's weird for me to see two somewhat similar figures act totally different on collision detection part..

     

     

    OK I suggest you are using the smoothing modifier but its a nice feature to collide with the hidden figure not a bug. It simply collides with the hole collision item set in the parameters and this is the same with any figure or prop if hidden or not.

    If your clothing item needs to hide the fingers by default you maybe could setup your clothing as a geograft item where you can define whitch parts of the figure are hidden if the clothes are fitted to.

    But I dont know if this will stop the smoothing modifier from calculating the collision on these parts.

    If you realy need to use smoothing modifier for creating your clothing you can create a dummy object out of the figure and then cut off the fingers and finaly let the clothing collide with that.

    I once tryed to convert some gloves from genesis 2 to genesis 3 with the help of transfer utility but this isnt easy because the finger are so close to eachother and the smoothing modifier cant fix that especialy the weightmap when bending.

    I didn't create this item with geo-grafting in mind... Hm, I should look into it more detailed later. Thanks!

  • Syrus_DanteSyrus_Dante Posts: 983
    edited September 2017

    If the smoothing modifier dont produce the results you want you can allways change the settings of Collision & Smoothing Iterations to a higer value in the parametrs.

    If you have some pokethroug issues that differ from what you see in the Preview and the Render, check the Subdivision settings for your clothes and the genesis figure - you can find it in the parameters there is a Preview Quality "View SubD Level" and a Render Quality "Render SubD Level".

    I think first the smoothing modifier then the Subdivisions are applied to the clothing and the smoothing modifier only collides with the base resolution of the figure - this can produce pokethrus because also SubD Levels are imortant here - I thought it would be great to have a modifier stack to change that like in Blender. So you can first apply Subdivisions and then apply the smoothing modifier collisions even also with high Subdivisions or how does it work in DazStudio? I'm just guessing because collisions with subdivided geometry is heavy work to calculate by the CPU.

    For that geograft thing - its quiet easy if your cloth dosnt need to connect with the genesis figure. Just go to the geometry editor and select the parts of the figure you want to hide. Next right-click the viewport and select whats called something like "assign selected faces to geograft hide for fitted figures" sorry I cant remember or check rhis in the moment - then you get and dialouge where you have to select the clothing item you want to use from the scene.

    I think this should help.

    Post edited by Syrus_Dante on
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